/Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h
Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
True if there was a blocking hit, false otherwise.
static bool LineTraceMultiByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, [FName](API\Runtime\Core\UObject\FName) ProfileName, bool bTraceComplex, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [EDrawDebugTrace::Type](API\Runtime\Engine\Kismet\EDrawDebugTrace__Type) DrawDebugType, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )